So, being inspired by all of the MMO buzz and a little by Dawn of Worlds... all sorts of things, really, I decided to make a little turn-based strategy mockup game to offset the RPG aspects of Arkbrik's concept. It's still very WIP, but you guys can take a look at what I have so far. I'll keep this thread updated on whatever changes I make as I go along.

Here are some images that will eventually make it into the rulebook, but that I haven't yet left space for (I'm planning on hopefully making a pretty PDF version with Adobe Acrobat).

Illustrates which terrain types are represented by which symbols. There will be a similar one later illustrating unit types. Blue is meant to be "Player 1", while red is "Player 2."

An image showing how the numbering system. For example, Player 2's capital is located on D1; the highlighted mountains on the island are located on H9; etc.

Feel absolutely free to suggest changes, make comments, and generally critique my math and sense of judgement as this goes on. I need your input, as this is a tough thing to do alone.
Hexmaps courtesy of Hexographer.

Changelog wrote:~ Changed "Boat" to "Transport Ship."~ Clarified some vagueness in the unit description.+ Added "Sloops" and "Ironclads" to the naval units.+ Added Stone, which can be collected from Hills.+ Added Watchtowers, Border Keeps, Fortresses, and Mines to the list of buildings.

Last edited by Olothontor on Mon Jul 11, 2011 5:52 pm, edited 1 time in total.

Someone could make a simple computer program which calculates stuff. Hell, I'll take a crack at it with netbeans. Get back to you on that. Also, are you looking at a specific time period, or have you considered a stone age to space age approach?

Tzan wrote:

Semaj Nagirrac wrote:Well, I took some land without checking if it was owned by a faction or not. I'm not going to be banned, am I? I can destroy everything if need be.

mgb519 wrote:Someone could make a simple computer program which calculates stuff. Hell, I'll take a crack at it with netbeans. Get back to you on that. Also, are you looking at a specific time period, or have you considered a stone age to space age approach?

I'd like to keep it fairly simple, it's complex enough as it is, and I feel that an "age" system would only confuse matters more.

I think priority #1 is a system for dealing with combat between units; without this, a lot of other things are difficult to accurately determine.

Changelog wrote:+ Added a rule whereby Units are generated at 5 and can be built up to a maximum of 20.

+ Added a rule that makes it so that each hex can hold a maximum of 5 Units, allowing the creation of armies.

~ Units are now limited to being of one unit type (i.e. You can't have a single Unit consisting of 5 Rangers and 5 Militiamen; however you can have two separate Units).

~ Units that have lost some troops in combat may regenerate those losses by sitting on a Settlement, Town, or City for a turn at a rate of 1 troop per turn (a unit of Warriors that has a strength of 3 and spends a turn on a nearby Town after a fight will make it back up to 4, and so on for the following turns).

+ Created a rule whereby players have a maximum Unit limit of 10, and this limit increases by +2 for each City beyond the Capital that the player possesses.

~ The tile must be a Settlement before it can advance to a Town, and a tile must be a Town before it can be a City. The same progression also applies to Watchtowers, Border Keeps, and Fortresses. If a tile is made a Mine, it may not become anything else (such as a Town or Border Keep).